authoring physically simulated destruction with nvidia apex · 2010-03-22 · during gdc. nvidia...
TRANSCRIPT
Authoring Physically Simulated Destruction
with NVIDIA APEX
Bryan Galdrikian andDane Johnston
Overview
APEX and Destruction IntroductionAuthoring with PhysXLab
Creating chippables with cutout fracturingExamples of slicing (complete fracture)More features of PhysXLab
Unreal Engine 3 IntegrationFull workflow demonstration for Batman Arkham Asylum
Other APEX ModulesClothing, Turbulence, Vegetation, etc.
APEX –Scalable Dynamics Framework
Vegetation
Turbulence
Destruction
Clothing
APEX
Goal: easier authoring of interesting behaviorProblems:
1. Significant programmer involvement (bottleneck)2. Content designed to min. spec.3. Game engine performance limitations
To overcome these problems:1. Give artists a “high-level” interface to content design, via powerful WYSIWYG authoring tools. Provide an integrate-once framework for programmers2. Scalability
Content adapts to different hardware capabilitiesArtists only need to author once for many platformsScaling parameters can be set by artistsThe game may override any of the parameters
3. Rendering “fast path”
APEX Architecture
PC PC +GPUConsoles
Auth
orin
g
Des
truct
ion
Clo
thin
g
……
Vege
tatio
n
StandaloneAPEX Tools
DCCPlug-In
PhysX SDKRenderer
Run
-tim
e
APEX Core
APEX is Artist Focused
Artist level abstractions of dynamic systems“Destructible bunker” vs. “collection of bricks”
Intuitive and easy to use
APEX Runtime Demo:Dolls to the Wall
APEX Destruction
OBJ FBX BMPMesh data & Fracture Map
APX
PhysXLab Core
Des
truct
ion
PhysX SDKRenderer
APEX Core
APEX asset file
USER
Destruction Authoringwith PhysXLab
Live demo
Unreal Engine 3 Integration –Batman Arkham Asylum
WorkflowImport / placement in gameGame demonstrationAsset Tuning
APEX DestructionBatman: Arkham Asylum
Work Flow
APEX DestructionBatman: Arkham Asylum
Work Flow
APEX DestructionBatman: Arkham Asylum
Work FlowFracturing
Asset Tuning (Playground)
Inner Material
APEX DestructionBatman: Arkham Asylum
Work Flow
Other APEX Modules
ClothingAuthoring PipelineCCP Demos
TurbulenceVegetation
Authoring PipelineTool Demo
ParticlesForce Fields
APEX ClothingAuthoring Pipeline
OBJ FBX BMP USER
APEX
Clo
thin
g
PhysX SDKRenderer
APEX Core
APXAPEX Asset file
Mesh data & Fracture Map
APEX ClothingHybrid of simulated and skinned clothingDCC tools with preview functionalityLevel of Detail (simulation and graphics)Animation blendingClothing constraintsScalability
© CCP hf. All rights reserved
APEX Turbulence
APEX Vegetation / SpeedTreeAuthoring Pipeline
TGA PNG OBJ STM
APEX
PhysX SDKRenderer
APEX Core
Vege
tatio
n
SPMProcedural Files
Images, meshes
Where To Find UsDuring GDC
NVIDIA Demos and Game Technology Theater: Main Expo Area, Booth 1702Theater:
Physically Simulated Clothing By CCP Using NVIDIA APEX (Fri. 1300-1400)APEX Vegetation with the SpeedTree® Modeler (Fri. 1500-1600)
Sessions:NVIDIA's New Game Development Environment: NVIDIA Parallel Nsight™ (Sponsored session, Room 310 South Hall, Thu. 1630-1730)Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void (Room 304 South Hall, Fri. 0900-1000)
OnlineTwitter: nvidiadeveloperWebsite: http://developer.nvidia.com